I’ve difficulty presenting the core idea but your questions pinpoint where I need to fill in. In most Strategy game, there is essentially 1 kind of gameplay. Fill up all the land surrounding your 1 st city, until you think you almost has spread too thin. Then you buy you some time by developing your might/magic power in the mid game. For me this is only 1 kind of gameplay. The common thread of all this, is that you need to develop y
Climber
When I was starring at this screen, I believe I know what I want from this game. Can I play a game that I put every single research point just into 1 of the trees, and still be extremely competitive to other players ? What if individually, each of the trees is almost completely balanced and competitive, yet the play fe
[quote who="Maxpower179" reply="9" id="2640558"]Use the Civ IV approach to avoid the mini-map player advantage (in that game you can't tell where you are on the mini-map relative to the edge until you discover some tech, astronomy I think). [/quote] I concurr. Or maybe this world is round. For "general direction they should explore", there maybe another factor you want to tinker; which direction the 1st (2nd, 3rd...) opponent scout the AI first
[quote who="Frogboy" reply="44" id="2639576"] ... I wonder how many people remember what the game was going to be like originally. The enhanced design is just so much more enjoyable to play. One example: Recruitable NPCs were not in the original design. That came from the forums. The original battle system didn't include morale. We originally railed against having different types of damage (fire damage, pierce damage, etc.) but now every weapon includes its
August?! isn't it too rush? It was only last week that we know the game has been switched from Continuous Based combat to Traditional tile based (TTBC)one. I have no idea when you made the switch, maybe you've keep it a top secret from us even you decided a year ago. But, it does mean we have no involvement (or almost null) to this important part of the game. How much time we have from the next beta (that shows TTBC) to the release date? 1
[quote who="Tasunke" reply="34" id="2637129"]Quoting pigeonpigeon .. One thing where I might agree with you, however, is that Large(ish) and Small(ish) empires should be equally viable on any mapsize ... of course how big a Small(ish) empire is probably has a lot to do with "relative to map size." So on a small map, 1 might be small and 5 might be big, while on a large map 5 cities might be small and 20+ cities might be big. (and I don't mean ALL cities, but just se
I like Sareln's suggestion very much. It provide one new important feature that is missing so far, i.e. how you build your research building affects the how fast a specific area of research can be advanced. In current beta, there is no such sophistication; you pick your next area of research (mostly) according to your current need. Using Sareln's system, it allows your empire/kingdom specialize in a specific area of science. You can no longer change direc
I am glad that scholars are capable of generating RPs. It is different to most other games. The question is, are they heroes? I will love if they are. Heroes should generate RP, $, mana and/or other resource etc when appropriate. And it is not just that the amount they generate should goes up when they level up, each hero should have another formula to calcuate what they can generate. There should be different types of hero. A schola
[quote quoting="post"] While amassing resources is a critical part to building a successful realm, the world of Elemental is filled with neutral beings of various forms who can be recruited to your side. Moreover, players can quest to obtain key artifacts, weapons of great power, and critical knowledge. Having the biggest army is not necessarily the best path to victory. There are many different strategies that change from game to game. [/quote] This is t
Demiansky, your idea is definitely interesting, refreshing and reasonable; but to me I think it is a gimmick that will impress me a few times and I'll then lost interest in that. Also quite a bit of programming is needed to make the old vs new map tell some sort of story you've described. Nice try, but probably of a lower priority. Yes, the border presentation need improvement, it feel a bit off. I personally want the border to be more low-key, a thin dotted
TarponCrest, I concurr. During the recent discussion of Tactical combat (TC). I have noticed that there is a critical lack of an important feature in AOWSM. LOS engine must work in TC map . Your unit cannot see behind the street corner or deep into the forest, thus your opponent can hid
[quote who="Rishkith" reply="327" id="2633988"] Quoting Tormy-, reply 321Well most of the people [especially those, who didn't preorder] think that EWoM is the successor of MoM. Do you really think that those people are expecting to have an RTS or WEGO style combat system? You know that is why I pre-ordered and got involved with this game, but that horse has already bolted from the barn. Age of Wonders was also touted as a spiritual successor to MoM and I think Elemental at th
[quote who="Raven X" reply="2" id="2632288"]The is a Great Idea, Climber. Should this be "The Way" we go with Tactical battles at launch? Honestly...I'm not sure. I've seen some other ideas ( and can think of a few my-self ) that I like just as much as this one..[/quote] What are they? I am interested to know! Anyway, I just feel that this system is more exciting than either pure TBS or RTS. I feel old playing pure TBS or RTS. If there are even better syste
Thanks everyone for liking WE-GO, and your support! IF it will be become the default mode of combat & getting offical support, it will be awesome. [quote who="vieuxchat" reply="4" id="2632331"]... Yes, it need a little time to get the hang of it, but the outcome is so great. You add some "mindreading" to the game, instead of just playing advanced chess.[/quote] Vieuxchat, you nail it! This is no better way to put it. In TTBC, you are guaranteed of su
[quote who="seanw3" reply="288" id="2632505"]We could also mod WEGO for the strategic part too. Wouldn't that be a mess![/quote] That can be great too. It is evident in AOWSM (simultaneous turn (ST)) that there are disappointments for some when playing MP games, where the MP also strangely devolve to who click faster..... However, ST is good enough on strategic map. I am not trying to ask for that much.
[quote who="Darkodinplus" reply="289" id="2632541"] Quoting Frogboy, reply 277 Switching the tactical system was very expensive for us but it was more important to us to do the tactical battles right than releasing something that we didn't think was optimal. But the other tactical system, just like the other economic systems we've tried, aren't "gone", they're just not exposed in the shipping game but that is something we can change as we get time. So just to be crystal c
[quote who="Frogboy" reply="251" id="2631805"]I can say post release I'm interested in putting in WEGO and letting people try out the RTS system we put in too. Regardless, I want to write a free Myth-like mod for fun.[/quote] Thank you! the +1 karma worked on Frogboy too! I've no idea what I've posted at page 9 is called WE-GO; I did played MOO2 ( what a shame, lol). Is there a chance that a heavily turn-based-ish WEGO system be implemented in EWOM? &n
Frogboy: [quote]I can say post release I'm interested in putting in WEGO and letting people try out the RTS system we put in too. Regardless, I want to write a free Myth-like mod for fun.[/quote] irongamer : [quote] http://en.wikipedia.org/wiki/Time-keeping_systems_in_games In simultaneously-executed games (also called "phase-based" or "We-Go"), turns are separated into two distinct phases: decision and execution
Raven you did a great job updating. We won't mind it become outdated for a while, as long as you come back to update it later! Get well soon!
[quote] Once this map is generated, it is persistent for the whole game. So when there is another battle happening at the same locale, the exact same map is used.[/quote] I've made exactly the same suggestion yesterday in Frogboy's Tactical combat thread. Who say is faster? lol!
[quote who="Climber" reply="107" id="2630251"]Combat Speed... Morale Hopefully, the mechanics that govern its change will be realistic. An archer that runs of ammo, or discover their arrow cannot pierce opponent's exotic armor should have their morale dropped quickly. Morale of individual stacks should persist many game turns, until it returns back to its normal level. Conditions like fatigue, killing a dragon/heor/sov, getting reinf
[quote who="Frogboy" reply="165" id="2630647"]Given the cost (in terms of $$$) of tossing out the real-time (continuous turns/pixel based combat system) I think I can safely say that we wouldn't have made the change to tile based turn based if we didn't think it was a lot more fun.[/quote] I admire the fact that you (& your team) toss out the work that does not seem to adhere to your high standard. This requires courage and align well with what we gamers would love our
Combat Speed I dislike movement speed = number of attack per combat turn. There are a lot of voices about us not liking this months ago. I try to withhold my judgment until the combat beta comes out, to see why Brad is so happy about it. Morale Hopefully, the mechanics that govern its change will be realistic. An archer that runs of ammo, or discover their arrow cannot pierce opponent's exotic armor should
[quote who="Demiansky" reply="5" id="2624571"]I think what's critical to making the game feel alive from the beginning is to make a world that persists, grows, and evolves irrelevant of whether the player is in the game or not. At the beginning, the player should only feel as though they can make a very small difference in the world and as they grow more powerful, find themselves acting upon smaller forces in weightier ways. So what do I think this living world will need?&
[quote who="_PawelS_" reply="121" id="2622461"]Yes, I'm the same PawelS You're right that it shouldn't be possible to utilize the cities of ALL races, some should be friendly to your race, and some hostile (like in AoW, where you have to migrate some cities that you capture, because you have bad relations with that race).[/quote] I am so happy you are the same PawelS, your contribution to the AOWSM modding scene is invaluable. ... a 3r